Glider capable of rotating 90 degrees apon impact

For discussion of other cellular automata.
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CellularPseudonym
Posts: 4
Joined: September 5th, 2014, 9:10 pm

Glider capable of rotating 90 degrees apon impact

Post by CellularPseudonym »

Hi guys, new user here. I've been playing around with cellular automata for about a year now, mostly through my home-brew Java application.

I've recently added a more powerful way to define rules & neighbourhoods through the use of configurable grids, as seen at the start of the video.

One of the first interesting discoveries I made was a situation where a naturally occurring glider collided with a naturally occurring still-life, resulting in the rotation and continuation of the glider. Neat!

Video: https://www.youtube.com/watch?v=20fQDog ... e=youtu.be

The neighbourhood is a Size-2 Moore neighbourhood, and the two-state (0, 1) totalistic rule (Ranges inclusive of shown numbers) is:

Code: Select all

Become 0 between 10 and [maximum neighbours]
Become 1 between 7 and 8
Become 0 between 0 and 4
Also, it's worth mentioning http://www.reddit.com/r/cellular_automata - a reddit community I frequent, based around the sharing and discussion of CA related content.

Hello world!
bprentice
Posts: 920
Joined: September 10th, 2009, 6:20 pm
Location: Coos Bay, Oregon

Re: Glider capable of rotating 90 degrees apon impact

Post by bprentice »

Does a zip file containing the Java source code of your program exist anywhere? I found this link:

https://github.com/InfiniteSearchSpace/ ... cience/src

but no archive containing everything.

Brian Prentice
CellularPseudonym
Posts: 4
Joined: September 5th, 2014, 9:10 pm

Re: Glider capable of rotating 90 degrees apon impact

Post by CellularPseudonym »

Sorry about that. The shown program is a fork of my previous project, but I still haven't learnt the ropes with git yet.

Here's a link to a new repo, along with a runnable .JAR for the program used to generate the shown CA: https://github.com/InfiniteSearchSpace/ ... stic-Gen-4

The main controls are mouse-based, utilising Left-click (place blocks), Right-click (play/pause), and Mousewheel-click (clear screen). Mousewheel scrolling defaults to block size, although the bindings can be changed from the "Mousewheel Bind" menu

To configure rulesets & neighbourhoods, create a new 'editor' from the menu. The controls are Left-click (increment cell by 1), Right-click (decrement cell by 1), and Mousewheel-click (set to custom value)

In the editor, to see and/or modify the pre-set neighbourhood and rulesets, use the menu "Rule Config" > "Get Neighbourhood" or "Get Rule", which will populate the grid.

I'll add a video showing the full editing process in a moment.

Video Demo: https://www.youtube.com/watch?v=WILKxjp ... e=youtu.be

Cheers
c0b0p0
Posts: 645
Joined: February 26th, 2014, 4:48 pm

Re: Glider capable of rotating 90 degrees apon impact

Post by c0b0p0 »

CellularPseudonym wrote:One of the first interesting discoveries I made was a situation where a naturally occurring glider collided with a naturally occurring still-life, resulting in the rotation and continuation of the glider. Neat!
Perhaps the simplest reaction of this type in CGoL is the boat + G -> G reaction below. The boat is naturally occurring, and the glider occurs in almost any soup.

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x = 9, y = 7, rule = B3/S23
b2o$obo$bo2$6b2o$6bobo$6bo!
On an unrelated note, what happens in your rule when a cell has 5, 6, or 9 neighbors?
CellularPseudonym
Posts: 4
Joined: September 5th, 2014, 9:10 pm

Re: Glider capable of rotating 90 degrees apon impact

Post by CellularPseudonym »

Ah, I'll have to check that out. I haven't spent too much time playing with the intricacies of CGoL.
c0b0p0 wrote:On an unrelated note, what happens in your rule when a cell has 5, 6, or 9 neighbors?
To the individual cell being assessed, no action would be taken. It would retain its current state through to the next generation.
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